wined3d: Prefer bind flags over usage flags in wined3d_texture_init().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2906,10 +2906,10 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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return WINED3DERR_INVALIDCALL;
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}
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if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
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&& (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
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if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) && !((desc->usage & WINED3DUSAGE_DYNAMIC)
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|| (desc->bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))))
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WARN("Creating a mappable texture that doesn't specify dynamic usage.\n");
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if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->access & WINED3D_RESOURCE_ACCESS_CPU)
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if (desc->bind_flags & WINED3D_BIND_RENDER_TARGET && desc->access & WINED3D_RESOURCE_ACCESS_CPU)
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FIXME("Trying to create a CPU accessible render target.\n");
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pow2_width = desc->width;
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@ -2955,7 +2955,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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texture->pow2_height = pow2_height;
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if ((pow2_width > d3d_info->limits.texture_size || pow2_height > d3d_info->limits.texture_size)
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&& (desc->usage & WINED3DUSAGE_TEXTURE))
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&& (desc->bind_flags & WINED3D_BIND_SHADER_RESOURCE))
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{
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/* One of four options:
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* 1: Do the same as we do with NPOT and scale the texture. (Any
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